I'm about five years out of practice
I can explain it to the best of my memory though, it's based on a feudal rush:
Play as Chinese, you need the extra villagers in the beginning
Get your scout exploring using waypoints, just do a general search in the area of the enemy on the opposite end of the map
Get four on food and one on wood
Build houses everytime you have enough wood
Create villagers everytime you have enough food, until you have eight on food and one two on wood
Advance to the feudal age - you should be at no more than 9:20 when you start the upgrade
As you begin advancing, move everyone to wood and send two villagers to build a barracks and archery range near the enemy
As you hit feudal, start spamming archers - have at least four before progressing to the next step
Put archers on your enemy's resources attacking their villagers, continue creating new archers
Here's the "immoral" bit, it involves exploiting the rubbish AI (at any level)
Order your archers to move away from the town center and stand ground whenever your enemy rings the town center bell to gather all the villagers inside, that way the AI will stupidly ring the bell again to send the villagers to work. Once the villagers are far enough away from the town center, change the attack stance of your archers to attack. Build a handful of militia while doing this. It can be a matter of 30s or less until your enemy is out of villagers, and then it's a few minutes for your militia to destroy the barracks, town center and any other unit-creating buildings your enemy may have.
For a 1v2, I'd recommend saving up a bit more before advancing to the feudal age, I'd do the advance around the 10:30 to 11:00 mark. You won't be able to have a pair each of barracks and archery range in as short a time, meaning one of your enemies will advance quite a bit further than your first victim. This is what causes taking on two enemies to take so much longer.
Another AI exploit if you want to turtle is walls - enemies WON'T attack walls if there's a gap. Building your walls like this:
Code:
____________________
|____________________ |
| ____________________|
|____________________ |
| ____________________|
Will cause your enemy to snake through the wall slowly. According to the AI, there is a clear path into your base and no need to attack walls. Having a line of towers or a group or ranged units behind the wall effectively guarantees that no melee units get to your base, and should you see a battering ram or similar approaching, it's easy getting your melee units to it without risking something slipping through an open gate.
I used to know tonnes of ways to fool the AI, that's the one I remember best.